Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng

A persistent gap exists in the comprehension of high school mathematics education due to various challenges, including limited instructional materials, insufficient equipment, and a lack of effective visual aids during the learning process. To address these obstacles, a proposal for a 3D simulation...

Full description

Saved in:
Bibliographic Details
Main Authors: Sulastree, Danial Imran, Chiou Sheng, Chew
Format: Article
Language:English
Published: College of Computing, Informatics, and Mathematics 2024
Subjects:
Online Access:https://ir.uitm.edu.my/id/eprint/106116/1/106116.pdf
https://ir.uitm.edu.my/id/eprint/106116/
https://fskmjebat.uitm.edu.my/pcmj/
Tags: Add Tag
No Tags, Be the first to tag this record!
id my.uitm.ir.106116
record_format eprints
spelling my.uitm.ir.1061162025-02-26T17:08:14Z https://ir.uitm.edu.my/id/eprint/106116/ Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng Sulastree, Danial Imran Chiou Sheng, Chew Integer programming A persistent gap exists in the comprehension of high school mathematics education due to various challenges, including limited instructional materials, insufficient equipment, and a lack of effective visual aids during the learning process. To address these obstacles, a proposal for a 3D simulation game utilizing the Simulation-Based Edutainment Model within the ADDIE methodology has been put forward to foster deeper learning among students. Virtual Reality (VR) in Mathematical Learning for Secondary School Students employs the systematic approach of the ADDIE Model to analyze, design, develop, implement, and evaluate VR applications tailored for mathematical education. Adopting the ADDIE Model as a methodology aims to create a VR learning experience that is both instructive and engaging, serving as a viable alternative method for mathematical education. An evaluation of usability, conducted through the System Usability Score (SUS) questionnaire, yielded positive results with a score of 87.25%, underscoring the efficacy of the Virtual Reality application in enhancing mathematical learning outcomes for high school students. Future work that could be demonstrate was a VR's potential in learning mathematics for all ages, highlighting the importance of accessibility, privacy, and user experience in designing more learning methods. College of Computing, Informatics, and Mathematics 2024-10 Article NonPeerReviewed text en https://ir.uitm.edu.my/id/eprint/106116/1/106116.pdf Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng. (2024) Progress in Computer and Mathematics Journal (PCMJ) <https://ir.uitm.edu.my/view/publication/Progress_in_Computer_and_Mathematics_Journal_=28PCMJ=29/>, 1. pp. 622-633. ISSN 3030-6728 (Submitted) https://fskmjebat.uitm.edu.my/pcmj/
institution Universiti Teknologi Mara
building Tun Abdul Razak Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Mara
content_source UiTM Institutional Repository
url_provider http://ir.uitm.edu.my/
language English
topic Integer programming
spellingShingle Integer programming
Sulastree, Danial Imran
Chiou Sheng, Chew
Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng
description A persistent gap exists in the comprehension of high school mathematics education due to various challenges, including limited instructional materials, insufficient equipment, and a lack of effective visual aids during the learning process. To address these obstacles, a proposal for a 3D simulation game utilizing the Simulation-Based Edutainment Model within the ADDIE methodology has been put forward to foster deeper learning among students. Virtual Reality (VR) in Mathematical Learning for Secondary School Students employs the systematic approach of the ADDIE Model to analyze, design, develop, implement, and evaluate VR applications tailored for mathematical education. Adopting the ADDIE Model as a methodology aims to create a VR learning experience that is both instructive and engaging, serving as a viable alternative method for mathematical education. An evaluation of usability, conducted through the System Usability Score (SUS) questionnaire, yielded positive results with a score of 87.25%, underscoring the efficacy of the Virtual Reality application in enhancing mathematical learning outcomes for high school students. Future work that could be demonstrate was a VR's potential in learning mathematics for all ages, highlighting the importance of accessibility, privacy, and user experience in designing more learning methods.
format Article
author Sulastree, Danial Imran
Chiou Sheng, Chew
author_facet Sulastree, Danial Imran
Chiou Sheng, Chew
author_sort Sulastree, Danial Imran
title Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng
title_short Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng
title_full Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng
title_fullStr Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng
title_full_unstemmed Virtual reality in mathematical learning for secondary school / Danial Imran Sulastree and Chew Chiou Sheng
title_sort virtual reality in mathematical learning for secondary school / danial imran sulastree and chew chiou sheng
publisher College of Computing, Informatics, and Mathematics
publishDate 2024
url https://ir.uitm.edu.my/id/eprint/106116/1/106116.pdf
https://ir.uitm.edu.my/id/eprint/106116/
https://fskmjebat.uitm.edu.my/pcmj/
_version_ 1825165089366343680
score 13.239859